Hazard Course Remake (AVAILABLE NOW!)

I don’t want to sound like an asshole, but put some more effort into your models it textures.The seat its textures are looking like it has been baked in paint.

Well, he’s good at his job as a modeler.

Which is another reason why we need a dedicated texture artist. We’re not really getting by here with what we have.

^What they said. Also, Lars, go ahead and add whatever you like to the lobby, I’m still waiting on files for the basicmovement area to download to do a pass on those.

I have a small revision of hc_basicmovement_02 coming up, do you might want to wait on that in a few minutes.

Just a headsup:


These two areas you can crouch jump onto, which in turn allows you to climb atop the player clips and jump off the catwalk, or onto the tram, etc.

Since when has Black Mesa been OSHA compliant? :stuck_out_tongue:

All those player clips should be removed, IMO. They break immersion.

Besides, if the player wants to kill himself, there’s no reason not to allow it. :stuck_out_tongue:

The playerclips are mainly there because its a chapter with no actual action.
Unlike other chapters i.e Lambda Core where you can jump over rails.
Why would the player kill itself in the first place :p?

Who cares about the player’s intentions? If he wants to kill himself, he should be able to. In an area with no action like that, an act of jumping off the rail would not be an accident. It would be completely intentional, which means the clips would be a disappointment.

You’ve got an excellent point, actually. I think there should at least be a clip above the tram that keeps the player from getting up there. No need to allow them to climb that rail and reach the map boundaries.

I guess we can explore the maps a little more, possible we find something unusual (Easter egg) :smiley:

Yeah at that point a player’s actions would end up being map-breaking, so that’s an acceptable use of the player clip. But even then, I’d like it to be reasonable and visually-reinforced. Maybe Lars could make some sort of supports or something that actually block the player’s path, rather than having an invisible wall.

There should be an effort to avoid invisible walls whenever possible. That sort of technique tends to break immersion unlike anything else.

Invisible walls are so '90s

To be fair, that is how we Americans make transit platforms, no railings where the train pulls in. Instead we usually just have a line painted on the ground and tell people not to stand infront of it.

How well does that work out? :stuck_out_tongue:
You couldn’t blame the BMRF for wanting to give a “safe work enviroment” impression to potential employees. Even if it’s not true. :smiley:

No worries, I only worked on basicmovement_01 tonight.
Is there anything in particular you’d like to see, or should I keep the style of the first room and spruce up the observation booths a ton?

Just sayin’, Black Mesa is an American company in America.

I’m actually not satisfied with my own texture work. I consider texturing to be the weakest link in my mapping skills. If you want to give everything a makeover then I won’t stop you. Just tell me what you want to do before doing it.

EDIT: Oh and before I forget, make sure you don’t change any of the lightmaps! Those were difficult to get right and texturing passes tend to mess up the lightmaps from my experience. I’m sure you’re smart enough to avoid doing that though.

Any company that for some reason allows new trainees to carry military-grade weapons into situations where they can ruthlessly murder everybody is one that is hilarious in my books. :stuck_out_tongue:

Alt+RMB doesn’t change lightmaps, does it? :fffuuu:
Not to worry, If it doesn’t look right I’ll turn them down further until it does. I really like the way the lights turn on to highlight the obstacles, by the way. Nice touch.

Alt+RMB does indeed alter lightmaps. I only discovered that by accident a few weeks ago. :frowning:

But it’s interesting because, if you’re in the Lightmap view mode, Alt+RMB ONLY alters lightmaps (meaning visible textures are NOT altered).

Don’t try to experimentally change the lightmaps… The look of the rooms requires a pretty specific arrangement of lightmap levels.

Use my old VMF as a reference just to be sure.

Okay, I’ll take a look see and check to make sure I got them right.
Most of them are 4 or 2, correct?

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.